Systems and methods for fractional ownership of user-generated content within an online gaming platform

ABSTRACT

Systems and methods for dispersing gains derived from ownership of user-generated content among users of a gaming platform are disclosed. Exemplary implementations may: execute an instance of a game and implement in-game actions in the instance of the game as requested by the users; assign ownership of a first item of user-generated content to a group of users; record the ownership of the first item of user-generated content by the group of users; determine a first quantity of gains that have been gained within the gaming platform through use of the first item of user-generated content; and disperse at least a portion of the first quantity of gains to individual ones of the group of users.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods for fractionalownership of user-generated content within a gaming platform, and, inparticular, for dispersing gains derived from such ownership amongmultiple users of the gaming platform.

BACKGROUND

Online gaming platforms are known. Collaboration among different usersin a game is known. Exchanging digital in-game assets among the users ofgaming platforms is known.

SUMMARY

One aspect of the present disclosure relates to a system configured todisperse gains derived from ownership of user-generated content amongusers of an online gaming platform who own the user-generated content.The online gaming platform may be configured to host one or more games,and may include one or more processors configured by machine-readableinstructions. The one or more processors may be configured to execute,within an online gaming platform, an instance of a game to facilitatepresentation of the game to the users, and implement in-game actions inthe instance of the game in response to action requests for the in-gameactions by the users. The presentation of the game may be based on viewsof the game that are determined during execution of the game. The usersmay include a first user and a second user that interact with the onlinegaming platform. The one or more processors may be configured tofacilitate assignment of ownership of a first item of user-generatedcontent to a group of contributing users. The first item ofuser-generated content may be configured to be used within the onlinegaming platform. The group of contributing users may include the firstuser and the second user. The one or more processors may be configuredto record the ownership of the first item of user-generated content bythe group of contributing users such that a first fraction of the firstitem of user-generated content is owned by the first user and a secondfraction of the first item of user-generated content is owned by thesecond user. The one or more processors may be configured to determine afirst quantity of gains that have been gained within the online gamingplatform through use in the game, by at least some of the users, of thefirst item of user-generated content. The one or more processors may beconfigured to disperse at least a portion of the first quantity of gainsto individual ones of the group of contributing users.

Another aspect of the present disclosure relates to a method fordispersing gains derived from ownership of user-generated content amongusers of an online gaming platform who own the user-generated content.The method may include executing, within an online gaming platform, aninstance of a game to facilitate presentation of the game to the users,and implementing in-game actions in the instance of the game in responseto action requests for the in-game actions by the users. Thepresentation of the game may be based on views of the game that aredetermined during execution of the game. The users may include a firstuser and a second user that interact with the online gaming platform.The method ay include facilitating assignment of ownership of a firstitem of user-generated content to a group of contributing users. Thefirst item of user-generated content may be configured to be used withinthe online gaming platform. The group of contributing users may includethe first user and the second user. The method may include recording theownership of the first item of user-generated content by the group ofcontributing users such that a first fraction of the first item ofuser-generated content is owned by the first user and a second fractionof the first item of user-generated content is owned by the second user.The method may include determining a first quantity of gains that havebeen gained within the online gaming platform through use in the game,by at least some of the users, of the first item of user-generatedcontent. The method may include dispersing at least a portion of thefirst quantity of gains to individual ones of the group of contributingusers.

As used herein, any association (or relation, or reflection, orindication, or correspondency) involving servers, processors, clientcomputing platforms, assets, rights, affiliations, members, benefits,ownership, instructions, operations, distributions, invitations,acceptances, inclusions, requests, verifications, presentations, sales,transfers, notifications, blockchains, approvals, denials, and/oranother entity or object that interacts with any part of the systemand/or plays a part in the operation of the system, may be a one-to-oneassociation, a one-to-many association, a many-to-one association,and/or a many-to-many association or “N”-to-“M” association (note that“N” and “M” may be different numbers greater than 1).

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured for dispersing gains derived fromownership of user-generated content among users of a gaming platform whoown the user-generated content, in accordance with one or moreimplementations.

FIG. 2 illustrates a method for dispersing gains derived from ownershipof user-generated content among users of a gaming platform who own theuser-generated content, in accordance with one or more implementations.

FIG. 3 illustrates a timing diagram for dispersing gains, as may beaccomplished by a system as described, in accordance with one or moreimplementations.

FIG. 4 illustrates a user interface, as may be used in a system asdescribed, in accordance with one or more implementations.

FIGS. 5A-5B illustrate exemplary blockchains as may be used by a systemconfigured for dispersing gains derived from ownership of user-generatedcontent among users of a gaming platform who own the user-generatedcontent, in accordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured for dispersing gains derivedfrom ownership of user-generated content among users of one or moregaming platforms 105 (e.g., an online gaming platform), in accordancewith one or more implementations. In some implementations, system 100may include one or more of electronic storage 130, one or more servers102, one or more client computing platforms 104, one or more gamingplatforms 105, one or more decentralized ledger servers 111, one or moreuser interfaces 125, one or more external resources 138, and/or othercomponents.

Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture and/orother architectures. Client computing platform(s) 104 may be configuredto communicate with other client computing platforms via server(s) 102and/or according to a peer-to-peer architecture and/or otherarchitectures. Users 123 may access system 100 via client computingplatform(s) 104. Users 123 (also referred to as players) may include oneor more of a first user, a second user, a third user, a fourth user,and/or other users.

In some implementations, system 100 and/or servers 102 may be configuredto communicate with one or more of (online) gaming platform(s) 105,users 123, decentralized ledger server(s) 111, and/or other components.As used herein, gaming platform 105 may refer to either an individualgame, a type of gaming console and its ecosystem, and/or both. Gamingplatform 105 may be operated, hosted, and/or owned by a stakeholder ofgaming platform 105. Users 123 may include players who play on gamingplatform 105. In some implementations, gaming platform 105 may includean online store that sells and/or otherwise transfers (in-game) virtualitems that may be used within gaming platform 105. In someimplementations, gaming platform 105 may support an exchange and/ormarketplace for users 123 such that different users can gift, barter,sell, purchase, trade, and/or otherwise exchange (in-game) virtual items(including the types of assets and/or user-generated content describedin this disclosure, which are also assets) that may be used withingaming platform 105 and/or may be useful within gaming platform 105. Insome implementations, users can sell, purchase, trade, and/or otherwiseexchange (in-game) virtual items through (external) online salesplatforms, including but not limited to eBay™.

In some implementations, system 100 may include or use a (distributed)blockchain 111 a that may be maintained by a distributed computingplatform (not shown in FIG. 1) and/or one or more decentralized ledgerservers 111. In some implementations, the distributed computing platformmay be implemented by a set of computing platforms and/or servers (whichmay include one or more decentralized ledger servers 111). Thedistributed computing platform may support a virtual machine (not shownin FIG. 1). The distributed computing platform and/or the virtualmachine may form a runtime environment for smart contracts and/or otherexecutable code. In some implementations, the distributed computingplatform may include electronic storage configured to store part or allof blockchain(s) 111 a. The smart contracts may be stored onblockchain(s) 111 a. In some implementations, the distributed computingplatform may be the EOSIO platform. In some implementations, thedistributed computing platform may be Ethereum. In some implementations,the distributed computing platform may be similar to Ethereum.

Blockchain 111 a may act as a (decentralized) database that stores aregistry and/or ledger of assets and transactions across one or morenetworks. In some implementations, a ledger may be implemented as adatabase. For example, a blockchain is a type of ledger, as well as atype of decentralized database that stores a registry of assets andtransactions. Assets may include items of user-generated content and/orother virtual items that are usable within gaming platform 105. A givenasset may be owned by a particular user. Some individual assets may beowned by a group of users. An asset may include anything of materialvalue or usefulness that is owned by or on behalf of one or more usersor companies or affiliations. In some implementations, a rightpertaining to an object (e.g., a benefit) may be an asset, the objectbeing a physical or a virtual item. Multiple rights may form a set ofrights or a bundle of rights that may be transferred and/or otherwiseacted on or operated on together. For example, rights may include one ormore of a right to use, a right to sell, a right to destroy, a right toparticular gains (as described elsewhere in this disclosure), and/orother rights. In some implementations, a right to a benefit may bereferred to as a beneficiary right. In some implementations, a right tothe distribution of a benefit may be referred to as a beneficiary rightor a distribution right.

In some implementations, tokens may be a type of asset. In someimplementations, tokens may include one or more of security tokens,utility tokens, payment tokens, initial coin offering (ICO) tokens,virtual currency tokens, crypto tokens, ERC-20 tokens, EOS tokens,and/or other tokens. In some implementations, tokens not only representvalue, but may have a specific use in a particular distributed computingplatform, e.g., in the operation of blockchain 111 a.

Blockchain(s) 111 a may record and/or register ownership of assets.Alternatively, and/or simultaneously, blockchain(s) 111 a may registertransactions that modify ownership of assets. A smart contract may be atype of asset. In some implementations, once a smart contract has beenadded to a blockchain, the smart contract may be referred to aspublished, posted, registered, and/or recorded. Elements ofblockchain(s) 111 a may be grouped together in units that are referredto as blocks. For example, an individual block may include one or moreassets, one or more transactions, and/or other information. For example,an individual block may be linked to one or more other individualblocks. Individual blocks may be linked or chained together to form astructure of blocks and/or a hierarchy of blocks, such as, e.g., a chainof blocks.

In some implementations, blockchain(s) 111 a may be publicly accessibleand append-only. In some implementations, existing blocks of adistributed blockchain can substantially not be altered or deleted,unless multiple copies of the distributed blockchain are altered. Thisis unlikely to happen provided that multiple copies of the distributedblockchain are stored on different computing platforms, e.g., indifferent geographical locations. The distributed blockchain may bereplicated on multiple computing platforms, preferably in multipledifferent geographical locations. Additionally, individual blocks may belinked together in a manner that prevents tampering, such as, e.g.,using a hash chain and/or digital signatures. In particular, hash valuesmay be generated using fixed-output-length one-way hashing functionsthat take variable-length input, and may be effectively impossible (or,at least, computationally infeasible) to reverse. As such, a hashingfunction may provide one-way encryption. By way of non-limiting example,the hashing function may be SHA-256, BLAKE2, SHAKE256, and/or anotherhashing function. Contents of individual blocks, transactions, and/orassets may be digitally signed in a manner that proves integrity and/orprevents tampering, e.g., by providing authentication.

Server(s) 102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of a gamecomponent 108, an interaction component 110, an assignment component112, a gains component 114, an attribution component 116, a distributioncomponent 118, an exchange component 120, a transfer component 122, aninterface component 124, a record component 134, an instructioncomponent 136, and/or other instruction components. Machine-readableinstructions 106 a may be similar to machine-readable instructions 106,though included in decentralized ledger servers 111.

Game component 108 may be configured to execute instances of games(e.g., of an online game within gaming platform 105) to facilitatepresentation of the game(s) to users 123. In some implementations, gamecomponent 108 may be configured to implement in-game actions in aninstance of a game, e.g., in response to action requests for the in-gameactions by users 123. A game may be provided via a virtual space, andmay include a plurality of resource types and/or maps. An instance ofthe virtual space may be executed by one or more computer components todetermine views of the virtual space. In some implementations, the viewmay be communicated (e.g., by streaming, via object/position data,and/or other information) from server(s) 102 and/or other sources toclient computing platforms 104 for presentation to users 123. The viewdetermined and transmitted to a given client computing platform 104 maycorrespond to a location in the virtual space (e.g., the location fromwhich the view is taken, the location the view depicts, and/or otherlocations), a zoom ratio, a dimensionality of objects, a point-of-view,and/or view parameters. In some implementations, one or more viewparameters may be selectable by a user.

The instance of the virtual space may include a simulated space that isaccessible by users 123 by clients (e.g., client computing platforms104) that present the views of the virtual space to a user. Thesimulated space may have a topography, express ongoing real-timeinteraction by one or more users, and/or include one or more objectspositioned within the topography that are capable of locomotion and/ormovement within the topography. In some implementations, the topographymay be a 2-dimensional topography. In some implementations, thetopography may be a 3-dimensional topography. The topography may includedimensions of the simulated space, and/or surface features of a surfaceor objects that are native to the simulated space. In someimplementations, the topography may include a surface (e.g., a groundsurface) that runs through at least a substantial section of thesimulated space. In some implementations, the topography may describe avolume with one or more bodies positioned therein. The instance executedby the computer components may be synchronous, asynchronous, and/orsemi-synchronous.

Within the instance of the virtual space, users 123 may controlcharacters, objects, simulated physical phenomena, and/or other elementswithin the virtual space to interact with the virtual space and/or eachother. The user characters may include avatars. As used herein, the term“user character” may refer to an object or group of objects present inthe virtual space, that correspond(s) to an individual user. Aparticular user character may be controlled by the particular user withwhich it is associated. Such user characters may be referred to asuser-controlled characters. User-controlled element(s) may move throughand interact with the virtual space (e.g., non-user characters in thevirtual space, other objects in the virtual space, etc.). For example, auser-controlled character may be capable of locomotion within thetopography of a simulated space (e.g., included in the virtual space ofan instance of the game). User-controlled elements controlled by and/orassociated with a given user may be created and/or customized by thegiven user. Individual users may have an “inventory” of virtual goodsand currency (e.g., resources of the plurality of resource types) thatthe individual user can use (e.g., by manipulation of a user characterand/or other user-controlled elements) and/or other items, to performin-game actions within the virtual space.

Interaction component 110 may be configured to enable, facilitate,and/or implement in-game actions by users 123 in instances of games. Insome implementations, interaction component 110 may be configured tooperate in response to instructions and/or action requests by users 123.For example, multiple users may interact within gaming platform 105 tobuild, create, and/or otherwise generate content (i.e., user-generatedcontent). In particular, an individual item of user-generated contentmay have been built, created, and/or otherwise generated by a group ofusers, e.g., operating collaboratively. In other words, this group ofusers has contributed to the building, creation, and/or generation ofthe individual item of user-generated content. For example,contributions may include in-game actions by individual ones of theseusers. Such a group of users may be referred to as a group of creatingusers, and/or a group of contributing users. For example, some users mayhave contributed one or more of their time, effort, resources, currency,talent, skill, leadership, and/or other items (whether tangible or not)that were used in generating the user-generated content. In someimplementations, the members of a particular group of users may beknown, determined, and/or selected prior to the generation of theuser-generated content. By way of non-limiting example, a particularitem of user-generated content may be a virtual warship 15 that can beused within gaming platform 105. In some implementations, virtualwarship 15 may be used for at least one of races, battles, ambushes,raids, war, and/or other purposes within gaming platform 105. In someimplementations, a group of users may have decided to create virtualwarship 15 together, and this group may be the group of contributingusers.

Assignment component 112 may be configured to facilitate assignments ofownership of assets (including but not limited to user-generated contentand other assets that are usable within gaming platform 105). In someimplementations, assignment component 112 may be configured to assignownership of particular items of user-generated content to groups ofusers. For example, ownership of a first item of user-generated contentmay be assigned to a particular group of users. For example, theparticular group of users may be the group of creating users. Forexample, the particular group of users may be the group of contributingusers. In some implementations, ownership of a particular item ofuser-generated content may be assigned to a group of current owners.

In some implementations, the particular group of users may be a group ofusers that have been selected by a particular user. Assume, for example,a first user owns a particular item of user-generated content. Thisfirst user may select a set of users (which may include a second user),and assignment component 112 may be configured to assign ownership (oreffectuate such assignment) of the particular item of user-generatedcontent to the selected set of users (which could include the firstuser). For example, the first user may cause ownership of virtualwarship 15 to be assigned to a set or group of users that include thefirst user and the second user (such that the first user owns a firstfraction, and the second user owns a second fraction of the ownership ofvirtual warship 15).

In some implementations, assignment component 112 may be configured tofacilitate a particular assignment of the ownership of a particular itemof user-generated content such that the particular assignment includessome, most, or all of the users that have contributed or arecontributing to the generation of the particular item of user-generatedcontent. For example, system 100 may initiate an open build of aparticular virtual warship (either open to any users who wish tocontribute, or the first particular number of users who arecontributing, or the first number of users having a particularaffiliation or commonality and who wish to contribute, etc. etc.).Different users may contribute in different ways to building theparticular virtual warship. Upon completion (or upon expiration of somepredetermined time limit), assignment component 112 and/or anothercomponent of system 100 determines the set of contributing users andassigns ownership accordingly. In some implementations, differentcontributing users may own different percentages of a particular item ofuser-generated content. For example, the particular percentage maydepend on user-specific time, effort, resources, currency, talent,skill, leadership, etc. that has been contributed. By way ofnon-limiting example, for virtual warship 15, the first user may own a20% fraction, and the second and third user may each own a 40% fractionof the entire ownership.

Gains component 114 may be configured to determine quantities of gainsthat have been gained within gaming platform 105. For example, gainscomponent 114 may determine a quantity of gain that has been gainedthrough a particular activity within gaming platform 105. By way ofnon-limiting example, such activities may include at least one of arace, a competition, a challenge, a battle, an ambush, a raid, and a warconducted and/or performed within gaming platform 105. Alternatively,and/or simultaneously, gains component 114 may determine a quantity ofgain that has been gained through the use of a particular virtual itemwithin gaming platform 105. By way of non-limiting example, theparticular virtual item may be virtual warship 15. Alternatively, and/orsimultaneously, gains component 114 may determine a quantity of gainthat has been gained through the use of one or more particular items ofuser-generated content within gaming platform 105. By way ofnon-limiting example, such user-generated content may include a fleet ofvirtual warships. In some implementations, determined quantities ofgains may be limited to and/or specific to particular periods,durations, and/or amounts of time. In some implementations, gains mayinclude one or more of prizes, earnings, profit, revenue, winnings,loot, plunder, booty, spoils of war, and/or other types of gains. Insome implementations, gains may include both legitimate and illegitimategains. For example, gains may have been obtained in a raid using virtualwarship 15. In some implementations, gains may be earned by monetizingtime spent by users 123 enjoying, exploring, and/or otherwise using aparticular item or area of user-generated content (such as, e.g., amall, a town, a snow-park, etc. etc.). In some implementations, suchtime may be monetized through advertising, through users paying anentrance fee or usage fee, and/or through other payment mechanisms thatare specific to the particular item or area of user-generated content.

Attribution component 116 may be configured to determine portions ofgains (as determined, e.g., by gains component 114) to be dispersed,disbursed, and/or otherwise provided to particular users. For example,attribution component 116 may determine portions of gains to bedispersed based on ownership of a particular item of user-generatedcontent. For example, assume a particular raid resulted in gains of 100gold coins. Furthermore, assume virtual warship 15 was used by a firstgroup of users during the raid. Furthermore, assume virtual warship 15is currently owned by a second group of users (also referred to as thegroup of current owners). Attribution component 116 may determine that60% of the gains (here, 60 gold coins) will be divided among the firstgroup of users. Additionally, attribution component 116 may determinethat the remaining 40% of the gains (here, 40 gold coins) will bedispersed among the second group of users (either evenly or according towhatever scheme these users have agreed to). Furthermore, assume thesecond group of users includes the first, second, and third user.Attribution component 116 may determine that these 40 gold coins will bedispersed among the first, second, and third user in 20%, 40%, and 40%sub-portions (in accordance with the fractions of their ownership),respectively, such that the first user is provided with 20% of the 40gold coins (here, 8 gold coins), and the second and third user are eachprovided with 40% of the 40 gold coins (here, 16 gold coins each). Ofcourse, any of these users may additionally be part of the first groupof users who will divide the 60% of the gains.

Distribution component 118 may be configured to disperse, disburse,and/or otherwise provide gains (or portions of gains, or sub-portions ofgains) to users 123. Gains dispersed by distribution component 118 maybe based on one or more determinations by gains component 114,attribution component 116, and/or other components of system 100. Insome implementations, game component 108 and/or gaming platform 105 maymanage user-specific user accounts for users 123. In someimplementations, user-specific user accounts may include user-specificuser inventories. In some implementations, distribution component 118may be configured to provide (portions of) gains to user-specific userinventories.

Exchange component 120 may be configured to facilitate exchanges and/ortransfers of ownership of assets within gaming platform 105. In someimplementations, exchange component 120 may facilitate exchanges and/ortransfers of ownership of items of user-generated content. In someimplementations, exchange component 120 may facilitate exchanges and/ortransfers of fractions of ownership of a particular item ofuser-generated content. For example, a first user may exchange a 20%fractional ownership of virtual warship 15 to a fourth user. As usedherein, exchanges may refer to individual players auctioning, selling,purchasing, trading, bartering, gifting and/or otherwise exchanging(fractions of) digital assets (directly) with other individual players.In some implementations, a particular exchange may be involuntary, e.g.,due to theft. Subsequently, a (new and different) dispersement bydistribution component 118 to the set of current owners of virtualwarship 15 would go to the fourth user instead of the first user (aswell as other users that are current owners).

Transfer component 122 may be configured to generate sets ofinstructions for decentralized ledger server 111 and/or blockchain 111a. In some implementations, transfer component 122 may be configured totransfer generated sets of instructions to decentralized ledger server111 and/or blockchain 111 a. In some implementations, one or more ofthese instructions may instruct the formation of a smart contract and/orthe recording of the smart contract on blockchain 111 a. In someimplementations, one or more of these instructions may instructdecentralized ledger server 111 to record and/or modify assets,transactions and/or rights on blockchain 111 a. For example, transfercomponent 122 may generate a particular set of instructions that, uponexecution by blockchain 111 a, effectuate an assignment of ownershiprights in a particular item of user-generated content to a particulargroup of users. Subsequently, transfer component 122 may generateanother set of instructions that, upon execution by blockchain 111 a,effectuate a modification of the assignment of ownership rights in theparticular item of user-generated content.

Interface component 124 may be configured to facilitate interaction ofusers 123 with system 100. In some implementations, interface componentmay be configured to facilitate interaction by users 123 through userinterfaces 125. For example, a particular user may be associated with aparticular client computing platform 104, which may include a particularuser interface 125. In some implementations, interface component 124 maybe configured to facilitate assignments of ownership (of assets and/oritems of user-generated content) through one or more user interfaces125.

By way of non-limiting example, FIG. 4 illustrates a user interface 400,depicting a user inventory 41, as may be used in system 100. Asdepicted, user inventory 41 may include a list of different virtualitems and/or assets currently owned by a particular user, includingvirtual items 1-2-3-4-5. User interface 400 further depicts iteminformation regarding these virtual items, as indicated by iteminformation 1-2-3-4-5, which correspond to virtual items 1-2-3-4-5,respectively. For example, “virtual item 1” may be a virtual warship 15a (e.g., a battleship named “Thunderer”) and “virtual item 5” may be avirtual warship 15 b (e.g., a light frigate named “Legitimate Salvage”),as depicted in FIG. 4. User interface 400 may further include graphicaluser interface elements such as, by way of non-limiting example, actionbutton 42 and action button 43. Upon engagement by a user, action button42 may initiate a process to re-assign “virtual item 1”, i.e., virtualwarship 15 a, to one or more users (perhaps different users than theparticular user). Likewise, upon engagement by a user, action button 43may initiate a different process to re-assign “virtual item 5”, i.e.,virtual warship 15 b, to one or more users (perhaps different users thanthe particular user).

Referring to FIG. 1, instruction component 136 may be configured toreceive (sets of) instructions to add, modify, and/or remove recordedrights in blockchain 111 a. For example, instruction component 136 mayreceive one or more sets of instructions from transfer component 122,gaming platform 105, and/or other components of system 100. Instructioncomponent 136 may provide received sets of instructions to recordcomponent 134 for execution. In some implementations, execution ofindividual ones of the instructions received to modify recorded rightsmay include invoking one or more function calls of an ApplicationProgramming Interface (API). For example, the API may be configured toprovide interactive communication between blockchain 111 a and othercomponents of system 100. For example, in some implementations, APIfunction calls may be implemented as function calls to smart contractsstored on blockchain 111 a. In some implementations, instructioncomponent 136 may be arranged, organized, and/or otherwise included indecentralized ledger server 111 and/or blockchain 111 a.

Record component 134 may be configured to record (ownership) rightspertaining to digital assets, e.g., on blockchain 111 a. In someimplementations, record component 134 may record rights on electronicstorage 130. In some implementations, record component 134 may recordrights on blockchain 111 a. The rights may include ownership rights,distribution rights, and/or other rights. For example, particularrecorded rights may reflect ownership of a particular digital asset by aparticular user or group of users. For example, the particular digitalasset may be not fungible, and may represent a three-dimensional in-gameuser-controllable item or character that can interact with other virtualitems within gaming platform 105. Recorded rights may be asset-specific.For example, distribution rights for a particular digital asset maydesignate rights to certain distributions of benefits upon an exchangeinvolving the particular digital asset.

In some implementations, record component 134 may be configured torecord rights in blockchain 111 a. In some implementations, recordcomponent 134 may add, modify, and/or remove recorded rights. Forexample, in accordance with received instructions from instructioncomponent 136, record component 134 may transfer ownership of aparticular digital asset from a first owner to a second owner (e.g.,from an original owner to a new owner) such that the recorded rights onblockchain 111 a no longer reflect the ownership of the particulardigital asset by the first user. In some implementations, in accordancewith received instructions, record component 134 may transfer ownershipof a particular digital asset temporarily, e.g., from a first owner to atemporary second owner. In some case, a temporary owner may be a holdingaccount that is merely used until ownership is transferred to either theoriginal owner or a new owner. As used herein, the term “temporary” (andderivatives thereof) refers to a transfer or to ownership that is eitherknown to be changed and/or modified within a predetermined period, orexpected to be changed and/or modified within a predetermined period.Conversely, a non-temporary transfer from a first owner to a secondowner (due to a particular exchange) can conceivably be changed and/orreverted (back from the second owner to the first owner) due to aseparate and new exchange that is independent of the first particularexchange. In some implementations, in accordance with receivedinstructions, record component 134 may transfer ownership of aparticular digital asset non-temporarily from a first owner to a secondowner, e.g., when a particular exchange is not reversible or no longerreversible. In some implementations, record component 134 may bearranged, organized, and/or otherwise included in blockchain 111 a.

In some implementations, record component 134 may be configured toobtain asset-specific rights (e.g., ownership rights, distributionrights, and/or other rights) for particular digital assets. In someimplementations, record component 134 may be configured to accessblockchain 111 a to obtain the asset-specific rights (that are recordedon blockchain 111 a, e.g., in one or more smart contracts).

By way of non-limiting example, FIG. 3 illustrates a timing diagram 30of actions to disperse gains, as may be accomplished by system 100. Afirst action in timing diagram 30 represents an assignment 31 (of aparticular item of user-generated content) from a user 11 to onlinegaming platform 105. Subsequent to assignment 31, an instruction 32represents access and/or instructions to decentralized ledger server 111and/or blockchain 111 a (e.g., on a permissioned blockchain that isconfigured to record ownership and distribution rights of digitalassets) to record the assignment. According to the assignment, both user11 and user 12 are recorded as owners of the particular item ofuser-generated content. Subsequent to instruction 32, information 33 istransferred from gaming platform 105 to decentralized ledger server 111.For example, the information may describe that a particular quantity ofgains has been earned within gaming platform 105 and is to be dispersedto the current owners of the particular item of user-generated content.Analysis 34 takes place by decentralized ledger server 111 and/orblockchain 111 a, to determine the current owners of the particular itemof user-generated content (here, user 11 and user 12). Information 35 istransferred from decentralized ledger server 111 to gaming platform 105,representing the results of analysis 34. Finally, gains 36 a aredispersed to user 11 and gains 36 b are dispersed to user 12, inaccordance with the results of analysis 34.

By way of non-limiting example, FIG. 5A illustrates a blockchain 111 bthat implements a blockchain including a block 0, a block 1, and a block2. As time progresses, more blocks may be added to blockchain 111 b. Theblocks within blockchain 111 b are ordered. As shown in block 0, twoassets (indicated by a capital “A”) are created and/or generated, andsubsequently assigned to two users or players: a first asset is assignedto user i (Ui), a second asset is assigned to user j (Uj), and a thirdasset, a smart contract 51 indicated by a capital “C”, is assigned touser “a” (Ua, e.g., an administrative user, or an autonomous agenttasked with dispersing gains by means of execution functions of smartcontract 51). As used in the context of blockchains, assignments may berecordations of ownership (also referred to as recordings of ownership).These assets may be individually manifested, deployed, and/orinstantiated on blockchain 111 b. Block 1 is connected to block 0 (asindicated by a link 50 a), for example, by including an address of block1 in block 0, or vice versa. Likewise, block 1 is connected to block 2,as indicated by a link 50 b.

In block 1, one asset (labeled Ax) is assigned to two users: user q (Uq)and user p (Up), for example by associating addresses of user q and userp to asset Ax. For example, the asset in block 1 may be an individualasset created by a group of users. Asset Ax may represent ownershiprights of a particular item of user-generated content (e.g., abattleship named “Thunderer” as indicated by metadata 52 and depicted byimage 53). Additionally, block 1 includes two transactions (indicated bya capital “T”): a first transaction from user i to user j, and a secondtransaction from user j to user k. Block 2 includes a first transactionfrom user j to user m, and a second transaction from user j to user n.In some implementations, based on the contents of the blocks, any userof blockchain 111 b may determine the current assets of blockchain 111b, the balances of any user, and the current owners of any asset. Insome implementations, the balance of a particular user may be verifiedprior to adding a transaction that reduces that particular user'sbalance. For example, an individual user may not be allowed to transferassets the individual user does not own.

By way of non-limiting example, FIG. 5B illustrates a blockchain 111 cthat includes the same blocks as blockchain 111 b of FIG. 5A, plusadditional blocks (block 3, block 4, block 5) that have been appended tothe blockchain. Block 3 may be connected to block 2 (as indicated by alink 50 c), block 4 may be connected to block 3 (as indicated by a link50 d), and block 5 may be connected to block 4 (as indicated by a link50 e). In block 3, an asset (labeled Ay) is assigned to user q (Uq), forexample by associating an address of user q to asset Ay. For example,the asset in block 3 may be an individual asset created by one or moreusers. Asset Ay may represent ownership rights of another item ofuser-generated content (e.g., a light frigate named “Legitimate Salvage”as indicated by metadata 54 and depicted by image 55).

In FIG. 5B, a function call to a function defined by smart contract 51(e.g., to initiate a particular dispersement related to asset Ax) may bedepicted and/or implemented as a transaction (e.g., the function may beinvoked in exchange for consideration). In some implementations, smartcontract 51 may have been posted to blockchain 111 b by anadministrative user. Block 4 includes a transaction (indicated by acapital “T”) from user i to user n. For example, the transaction mayrepresent a purchase of a first virtual item by user n. Additionally,block 4 includes a transaction from user “a” to the same smart contractas depicted in block 0. For example, the transaction may represent user“a” initiating a particular dispersement and/or distribution of gains to(the owners of) asset Ax. Block 5 includes a first transactionrepresenting a transfer of gains from asset Ax to a first current ownerof asset Ax, here this first owner is user p. Additionally, block 5includes a second transaction representing a transfer of gains fromasset Ax to a second current owner of asset Ax, here this second owneris user q.

Referring to FIG. 1, user interfaces 125 may be configured to facilitateinteraction between users 123 and system 100 and/or between users 123and client computing platforms 104. For example, user interfaces 125 mayprovide an interface through which users 123 may provide information toand/or receive information from system 100. In some implementations,user interface 125 may include one or more of a display screen,touchscreen, monitor, a keyboard, buttons, switches, knobs, levers,mouse, microphones, sensors to capture voice commands, sensors tocapture body movement, sensors to capture hand and/or finger gestures,and/or other user interface devices configured to receive and/or conveyuser input. In some implementations, one or more user interfaces 125 maybe included in one or more client computing platforms 104. In someimplementations, one or more user interfaces 125 may be included insystem 100. In some implementations, user interface 125 may be a type ofinterface that facilitates the exchange of virtual items between users.

In some implementations, server(s) 102, client computing platform(s)104, and/or external resources 138 may be operatively linked via one ormore electronic communication links. For example, such electroniccommunication links may be established, at least in part, via one ormore networks 13, including but not limited to the Internet and/or othernetworks. It will be appreciated that this is not intended to belimiting, and that the scope of this disclosure includes implementationsin which server(s) 102, client computing platform(s) 104, and/orexternal resources 128 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 138, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a smartwatch, a gaming console, and/or other computing platforms.

External resources 138 may include sources of information outside ofsystem 100, external entities participating with system 100, and/orother resources. For example, in some implementations, externalresources 138 may include an online sales platform through which assetsmay be purchased and sold between different users. In someimplementations, some or all of the functionality attributed herein toexternal resources 138 may be provided by resources included in system100.

Server(s) 102 may include electronic storage 130, one or more processors132, and/or other components. Server(s) 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server(s) 102 in FIG.1 is not intended to be limiting. Server(s) 102 may include a pluralityof hardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server(s) 102. Forexample, server(s) 102 may be implemented by a cloud of computingplatforms operating together as server(s) 102.

Electronic storage 130 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 130 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 130 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 130 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 130 may store softwarealgorithms, information determined by processor(s) 132, informationreceived from server(s) 102, information received from client computingplatform(s) 104, and/or other information that enables server(s) 102 tofunction as described herein. Electronic storage 130 a may be similar toelectronic storage 130, though included in decentralized ledger servers111.

Processor(s) 132 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 132 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 132 is shown in FIG. 1 asa single entity, this is for illustrative purposes only. In someimplementations, processor(s) 132 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor(s) 132 may represent processing functionality of aplurality of devices operating in coordination. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120, 122,124, 134, and/or 136, and/or other components. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120, 122,124, 134, and/or 136, and/or other components by software; hardware;firmware; some combination of software, hardware, and/or firmware;and/or other mechanisms for configuring processing capabilities onprocessor(s) 132. As used herein, the term “component” may refer to anycomponent or set of components that perform the functionality attributedto the component. This may include one or more physical processorsduring execution of processor readable instructions, the processorreadable instructions, circuitry, hardware, storage media, or any othercomponents.

It should be appreciated that although components 108, 110, 112, 114,116, 118, 120, 122, 124, 134, and/or 136 are illustrated in FIG. 1 asbeing implemented within a single processing unit, in implementations inwhich processor(s) 132 includes multiple processing units, one or moreof components 108, 110, 112, 114, 116, 118, 120, 122, 124, 134, and/or136 may be implemented remotely from the other components. Thedescription of the functionality provided by the different components108, 110, 112, 114, 116, 118, 120, 122, 124, 134, and/or 136 describedbelow is for illustrative purposes, and is not intended to be limiting,as any of components 108, 110, 112, 114, 116, 118, 120, 122, 124, 134,and/or 136 may provide more or less functionality than is described. Forexample, one or more of components 108, 110, 112, 114, 116, 118, 120,122, 124, 134, and/or 136 may be eliminated, and some or all of itsfunctionality may be provided by other ones of components 108, 110, 112,114, 116, 118, 120, 122, 124, 134, and/or 136. As another example,processor(s) 132 may be configured to execute one or more additionalcomponents that may perform some or all of the functionality attributedbelow to one of components 108, 110, 112, 114, 116, 118, 120, 122, 124,134, and/or 136. Processors 132 a may be similar to processors 132,though included in decentralized ledger servers 111.

FIG. 2 illustrates a method 200 for dispersing gains derived fromownership of user-generated content among users of an online gamingplatform who own the user-generated content, in accordance with one ormore implementations. The operations of method 200 presented below areintended to be illustrative. In some implementations, method 200 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 200 are illustrated in FIG.2 and described below is not intended to be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of a game is executed within an onlinegaming platform to facilitate presentation of the game to the users, andin-game actions are implemented in the instance of the game in responseto action requests for the in-game actions by the users. Thepresentation of the game is based on views of the game that aredetermined during execution of the game. The users include a first userand a second user that interact with the online gaming platform. In someembodiments, operation 202 is performed by a game component the same asor similar to game component 108 (shown in FIG. 1 and described herein).

At an operation 204, assignment of ownership of a first item ofuser-generated content to a group of users is facilitated. The firstitem of user-generated content is configured to be used within theonline gaming platform. The group of users includes the first user andthe second user. In some embodiments, operation 204 is performed by anassignment component the same as or similar to assignment component 112(shown in FIG. 1 and described herein).

At an operation 206, ownership of the first item of user-generatedcontent by the group of users is recorded such that a first fraction ofthe first item of user-generated content is owned by the first user anda second fraction of the first item of user-generated content is ownedby the second user. In some embodiments, operation 206 is performed by arecord component the same as or similar to record component 134 (shownin FIG. 1 and described herein).

At an operation 208, a first quantity of gains is determined that havebeen gained within the online gaming platform through use in the game,by at least some of the users, of the first item of user-generatedcontent. In some embodiments, operation 208 is performed by a gainscomponent the same as or similar to gains component 114 (shown in FIG. 1and described herein).

At an operation 210, at least a portion of the first quantity of gainsis dispersed to individual ones of the group of users. In particular, tothe group of users who currently own the first item of user-generatedcontent. In some embodiments, operation 210 is performed by adistribution component the same as or similar to distribution component118 (shown in FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system configured to disperse gains derivedfrom ownership of user-generated content among users of an online gamingplatform who own the user-generated content, the system comprising: theonline gaming platform configured to host one or more games, comprisingone or more processors configured by machine-readable instructions to:execute, within an online gaming platform, an instance of a game tofacilitate presentation of the game to the users, and implement in-gameactions in the instance of the game in response to action requests forthe in-game actions by the users, wherein the presentation of the gameis based on views of the game that are determined during execution ofthe game, wherein the users include a first user and a second user thatinteract with the online gaming platform; facilitate assignment ofownership of a first item of user-generated content to a group ofcontributing users, wherein the first item of user-generated content isconfigured to be used within the online gaming platform, wherein thegroup of contributing users includes the first user and the second user;record, on a decentralized ledger implemented by a decentralized ledgerserver, the ownership of the first item of user-generated content by thegroup of contributing users such that a first fraction of the first itemof user-generated content is owned by the first user and a secondfraction of the first item of user-generated content is owned by thesecond user; automatically determine a first quantity of gains that havebeen gained within the online gaming platform through use in the game,by at least some of the users, of the first item of user-generatedcontent; disperse at least a portion of the first quantity of gains toindividual ones of the group of contributing users, based on theownership of the first item of user-generated content as recorded on thedecentralized ledger.
 2. The system of claim 1, wherein the one or moreprocessors are further configured to: facilitate creation of the firstitem of user-generated content by the group of contributing users,wherein individual ones of the group of contributing users havecontributed at least one of effort and resources to the creation of thefirst item of user-generated content.
 3. The system of claim 1, whereinthe one or more processors are further configured to: automaticallydetermine the portion of the first quantity of gains to be dispersedbased on the ownership of the first item of user-generated content. 4.The system of claim 3, wherein the one or more processors are furtherconfigured to: automatically determine individual sub-portions of theportion of the first quantity of gains to be dispersed to individualones of the group of contributing users, wherein determination of theindividual sub-portions of the portion of the first quantity of gains isbased on an agreement among the group of contributing users that hasbeen accepted prior to the first quantity of gains being gained.
 5. Thesystem of claim 1, wherein the use of the first item of user-generatedcontent includes at least one of a race, a battle, an ambush, a raid,and a war conducted and/or performed within the online gaming platform.6. The system of claim 1, wherein the use of the first item ofuser-generated content includes at least some of the users spending timewithin the game being engaged with the first item of user-generatedcontent, and wherein the first quantity of gains is obtained throughmonetization of the spending of time.
 7. The system of claim 1, whereinthe one or more processors are further configured to: facilitate atransfer of the first fraction of the ownership of the first item ofuser-generated content from the first user to a third user; record theownership of the first fraction of the first item of user-generatedcontent by the third user; automatically determine a second quantity ofgains that have been gained within the online gaming platform throughuse in the game, by at least some of the users, of the first item ofuser-generated content; and disperse at least a portion of the secondquantity of gains to users having recorded at least some of theownership of the first item of user-generated content such that aparticular sub-portion of the portion of the second quantity of gains isdispersed to the third user.
 8. The system of claim 1, wherein the firstitem of user-generated content is a virtual warship configured to beused within the online gaming platform for at least one of races,battles, ambushes, raids, and war.
 9. The system of claim 1, wherein theassignment of the ownership is facilitated through a user interface. 10.A method for dispersing gains derived from ownership of user-generatedcontent among users of an online gaming platform who own theuser-generated content, the method comprising: executing, within anonline gaming platform, an instance of a game to facilitate presentationof the game to the users, and implementing in-game actions in theinstance of the game in response to action requests for the in-gameactions by the users, wherein the presentation of the game is based onviews of the game that are determined during execution of the game,wherein the users include a first user and a second user that interactwith the online gaming platform; facilitating assignment of ownership ofa first item of user-generated content to a group of contributing users,wherein the first item of user-generated content is configured to beused within the online gaming platform, wherein the group ofcontributing users includes the first user and the second user;recording, on a decentralized ledger implemented by a decentralizedledger server, the ownership of the first item of user-generated contentby the group of contributing users such that a first fraction of thefirst item of user-generated content is owned by the first user and asecond fraction of the first item of user-generated content is owned bythe second user; automatically determining a first quantity of gainsthat have been gained within the online gaming platform through use inthe game, by at least some of the users, of the first item ofuser-generated content; and dispersing at least a portion of the firstquantity of gains to individual ones of the group of contributing users,based on the ownership of the first item of user-generated content asrecorded on the decentralized ledger.
 11. The method of claim 10,further comprising: facilitating creation of the first item ofuser-generated content by the group of contributing users, whereinindividual ones of the group of contributing users have contributed atleast one of effort and resources to the creation of the first item ofuser-generated content.
 12. The method of claim 10, further comprising:automatically determining the portion of the first quantity of gains tobe dispersed based on the ownership of the first item of user-generatedcontent.
 13. The method of claim 12, further comprising: automaticallydetermining individual sub-portions of the portion of the first quantityof gains to be dispersed to individual ones of the group of contributingusers, wherein determining the individual sub-portions of the portion ofthe first quantity of gains is based on an agreement among the group ofcontributing users that has been accepted prior to the first quantity ofgains being gained.
 14. The method of claim 10, wherein the use of thefirst item of user-generated content includes at least one of a race, abattle, an ambush, a raid, and a war conducted and/or performed withinthe online gaming platform.
 15. The method of claim 10, wherein the useof the first item of user-generated content includes at least some ofthe users spending time within the game being engaged with the firstitem of user-generated content, and wherein the first quantity of gainsis obtained through monetization of the spending of time.
 16. The methodof claim 10, further comprising: facilitating a transfer of the firstfraction of the ownership of the first item of user-generated contentfrom the first user to a third user; recording the ownership of thefirst fraction of the first item of user-generated content by the thirduser; automatically determining a second quantity of gains that havebeen gained within the online gaming platform through use in the game,by at least some of the users, of the first item of user-generatedcontent; and dispersing at least a portion of the second quantity ofgains to users having recorded at least some of the ownership of thefirst item of user-generated content such that a particular sub-portionof the portion of the second quantity of gains is dispersed to the thirduser.
 17. The method of claim 10, wherein the first item ofuser-generated content is a virtual warship configured to be used withinthe online gaming platform for at least one of races, battles, ambushes,raids, and war.
 18. The method of claim 10, wherein facilitating theassignment of the ownership is accomplished through a user interfacethat is presented to the first user.